FoonLudum Dare ExplorerLD41 → Colonel Alchemist

Colonel Alchemist

By vsakuya

View on ldjam.com

CategoryRankScoreCount
Overall2.503
Fun2.003
Innovation3.503
Theme4.003
Graphics4.003
Humor3.503
Mood3.503

Comments

walkdigidong 2018-04-23 21:18

That's funny. Love graphics and gameplay. I tried to finish it, but on the 4th level barrels were unable to be taken. I think it was because of shaking my mouse too hard and it was out of game window :D I think you should add a display, where you see all your military (that was added to the pot) fighting with enemy's forces.

2018-04-24 14:02

The visual noval part is a surprise to me because the dialogues are interesting. The QTE part is a bit simple, I spent about 5 minutes to finish all levels. In summary, better done than nothing. THUMPS UP!

2018-04-24 14:30

The effort of the designer trying to make the text funny and the graphics cute is praiseworthy. However, there is still one thing that need to be refined, which is the gameplay. In level 4, the final level, desiner informs the players that there is a recommendable ratio for the "ingridient", which is "soilder","tank" and "jet". The ratio should be Jet 1, Tank 3 and Soilder 6. I bared that in mind because it seems like an important factor or hint of the game.(the word "ratio" first appears in level 2, but let's skip that.)However, when I am playing level 4, I made a mistake and put 6 jets, 3 tanks and 1 soildier inside the cauldron. The signboard says "bad" but I went with it anyway and I survived the first 30 seconds. Then I start to realize that the ratio doe not really matter in the game so I start to put only jet, which push the K/A bar back the most effectively. By doing that, I achieved a fairly easy win. So as one may see, the "ratio" does not really have an impact on the gameplay. I noticed that there is a "grading system" for how close you are to the recommened "recipe" and the effect does change if you have a better grade. Nevertheless, the "grading system" does not really make a big difference to the gameplay. What players should do is still all the same, throw in "ingridient" and "stir", with or without the right "ratio". What a pity for such a good idea. There is one more thing I don't really like about the game. It is that the players can not "stir" and while putting in "ingridient". Once the stirring begins, players have to keep stirring until the green bar returns to zero. I don't really understand why the designer makes it like this but that limits the way of the game being played. How? Since you can't put in "ingridient" after you star stirring, so the smart thing to do will be to keep filling the cauldron until the green bar hits "MAX" and then starts stirring. Of course you can start stirring halfway but if you find out it is not enough "military" and start to want to put more, you can't, because you have to clear up the "ingridient" you just put in first. I think this will affect the pace of players playing the game. In all, I still like how the game runs smoothly and I run into absolutely not bugs while playing. I really appreciate the effort that the designer put into the game and I do enjoy playing it. Keep up the good work. :)